|
Post by mijapi300 on Jun 12, 2017 18:48:38 GMT -5
Just a little excerpt here about a common mistake I see made on Yamatau. That big snowy map that we all love! First, let's simplify the map objective so we're all on the same page.
Center beacon. This map/match is about controlling center beacon. There are occasional matches where a team will slip one past the goalie and snag a home beacon, so you gotta stay aware of the edges. But most of these matches are decided by who holds he center for the most time.
So you need to go be the first to grab it, right? Nope! You need to be the first team to defend it. If the other team wants to throw a Stalker or Gareth away to grab it first, let them. Don't rush to take it back either. Wait for your teammates and make a concentrated push on it to take it back and hold it. Doing so will like result in a successful flip of the beacon while leaving a couple people alive to defend it. Be patient from the outset.
Now you're dead, what do you do? RUSH TO THE CENTER!!!! No! Wait! Assess!! Where are your teammates? If there are still a couple of your buddies holding down center, go for it. Get in there and be ready to be the next wave. If, however, your teammates died shortly after you did and reds are taking it back, let them. Stay at a safe enough distance where you aren't going to get your bot wrecked and wait for your teammates again to make a concentrated push.
Basically, on Yamatau, you want to try as best you can to attack in waves. Having one guy after another go up the ramp by themselves is just feeding the other team bots. But bringing overwhelming waves at them will be much more successful, and you'll be able to hold it for longer.
This can be difficult when playing with randoms, because so many people have a tendency to just rush there immediately. If you are with randoms, try to at least wait for one other person to go up and tag team. This map is about success in numbers, so play like a team.
Hopefully this will help some people from hating the map so much, because it's a very well built map that induces strategical play.
|
|
|
Post by Scuzzbopper on Jun 12, 2017 18:52:30 GMT -5
Another tip on the center beacon - Don't stand close to the walls on the red-side. Rockets splash goes through them.... Wait...no...Sorry, If you are Red then please, please use that close cover..
|
|
|
Post by mijapi300 on Jun 12, 2017 18:53:55 GMT -5
@scuzzbopper very true lol. Also, once you've captured center, don't sit in it. Back down your side of the ramp and wait. There's no point in taking range damage sitting in center waiting for reds to come. Get back to cover and then come back up to engage when they're coming.
|
|
|
Post by 0ppressor on Jun 12, 2017 23:22:48 GMT -5
While I completely agree with everything you've posted, I'm still getting my team that beacon first. I've found it's easier for PUG (pick up group/randoms) to concentrate fire on any reds that try to take it than to try and perform a cencentrated beacon flip. However, if the reds succeed in performing a concentrated beacon flip, the blue PUGsters suddenly get galvanized and even have an example to follow, allowing them to do it as well.
Just my experience, not foolproof, not responsible for damage done due to throwing of gaming device when you lose on Yamantau.
|
|
|
Post by seanh on Jun 13, 2017 3:06:19 GMT -5
'My team' , do you mean the 4 snipers and the guy with the Zenitt that I always seam to spawn with on that map?
In fairness though that is some good advice. Especially moving back down the blue side of the ramp nice its flipped. I am always guilty of just sitting behind the imaginary walls, hoping I get someone turns up before they get me.
|
|
|
Post by moody on Jun 13, 2017 5:10:12 GMT -5
If your in a squad, have a plan for when midrange comes (or doesn't.) come out.
Too many games lost when the second wave is all midrange and no one makes a second attempt.
|
|
koob
Destrier
How do those aphids hit me in stealth!?!?!?!?!?!?!?!
Posts: 13
Karma: 1
Platform: Android
League: Silver
|
Post by koob on Jun 13, 2017 9:47:05 GMT -5
I think yamatau is THE best sniper map. I was in a cossack, rushed to get the beacon and got hit by 6 gekkos and 2 trebuchets, nashorns, kang daes, and pretty much any sniper weapon you can think of. Didn't make it to the beacon.
|
|
|
Post by procrastinatron on Jun 13, 2017 10:01:31 GMT -5
Nice guide often times people just deliver their bots into the middle meat grinder without any coordination even though they can see 2 red knifers hanging out in the middle, supported by midrangers on the bridge. You should add a part about not to jump in the spawn with a griffin, they will usually land with half their health missing after getting gang-trebbed midair.
|
|
|
Post by mijapi300 on Jun 13, 2017 10:34:45 GMT -5
Nice guide often times people just deliver their bots into the middle meat grinder without any coordination even though they can see 2 red knifers hanging out in the middle, supported by midrangers on the bridge. You should add a part about not to jump in the spawn with a griffin, they will usually land with half their health missing after getting gang-trebbed midair. You just added it
|
|
|
Post by SunTsu on Jun 13, 2017 13:57:41 GMT -5
This is one map where 2.9 and the RDB have become a monster. If your playing a RDP Griff 500m from the center beacon, it feels like a smorgasbord. You are constantly being served up targets. If you happen to get a group of bull rushers your looking at a million damage round.
(edit: You can lose the match if someone doesn't eventually capture that beacon though...It's happened to me a couple of times; million damage...and lost)
|
|
|
Post by moody on Jun 13, 2017 17:26:42 GMT -5
This is one map where 2.9 and the RDB have become a monster. If your playing a RDP Griff 500m from the center beacon, it feels like a smorgasbord. You are constantly being served up targets. If you happen to get a group of bull rushers your looking at a million damage round. (edit: You can lose the match if someone doesn't eventually capture that beacon though...It's happened to me a couple of times; million damage...and lost) Assuming that there are not a significant number of carnage / fujin / ancilot. About not dropping in a griffin. I run 3 or 4 griffins so I can rarely avoid it. With randoms in order to get a concentrated force on the ramp at the same time I unfortunately have to jump and lose that health - otherwise the gary gets there first and gets killed, then the carnage and then the slow plodders like me.
|
|
|
Post by mijapi300 on Jun 13, 2017 17:28:56 GMT -5
This is one map where 2.9 and the RDB have become a monster. If your playing a RDP Griff 500m from the center beacon, it feels like a smorgasbord. You are constantly being served up targets. If you happen to get a group of bull rushers your looking at a million damage round. (edit: You can lose the match if someone doesn't eventually capture that beacon though...It's happened to me a couple of times; million damage...and lost) Assuming that there are not a significant number of carnage / fujin / ancilot. About not dropping in a griffin. I run 3 or 4 griffins so I can rarely avoid it. With randoms in order to get a concentrated force on the ramp at the same time I unfortunately have to jump and lose that health - otherwise the gary gets there first and gets killed, then the carnage and then the slow plodders like me. The advice, as I read it and agree with, is to not jump in your Griffin. Starting with one is fine, it's the people that jump off the ledge to get a speed boost. They almost always take a treb salvo to the face before they land.
|
|
|
Post by moody on Jun 13, 2017 18:48:11 GMT -5
Assuming that there are not a significant number of carnage / fujin / ancilot. About not dropping in a griffin. I run 3 or 4 griffins so I can rarely avoid it. With randoms in order to get a concentrated force on the ramp at the same time I unfortunately have to jump and lose that health - otherwise the gary gets there first and gets killed, then the carnage and then the slow plodders like me. The advice, as I read it and agree with, is to not jump in your Griffin. Starting with one is fine, it's the people that jump off the ledge to get a speed boost. They almost always take a treb salvo to the face before they land. My point was, in order to keep up with the rush to have a concerted push on centre beacon you have to jump. When your first wave is (say) a gareth, a thunder carnage, a lance and a griff - the only way the griff will not be bringing up the rear badly is to jump. So be it I take a half health treb hit - I want to be in that concerted effort at the centre at the right time. If I am in one of those lighter bots, I will go for the side beacon and then join the slow bots at the speed that they are going - but not everybody is like that.
|
|
|
Post by SunTsu on Jun 14, 2017 8:37:57 GMT -5
This is one map where 2.9 and the RDB have become a monster. If your playing a RDP Griff 500m from the center beacon, it feels like a smorgasbord. You are constantly being served up targets. If you happen to get a group of bull rushers your looking at a million damage round. (edit: You can lose the match if someone doesn't eventually capture that beacon though...It's happened to me a couple of times; million damage...and lost) Assuming that there are not a significant number of carnage / fujin / ancilot. About not dropping in a griffin. I run 3 or 4 griffins so I can rarely avoid it. With randoms in order to get a concentrated force on the ramp at the same time I unfortunately have to jump and lose that health - otherwise the gary gets there first and gets killed, then the carnage and then the slow plodders like me. Agreed. I saw an Ancilot with Tulu's yesterday that tore the camped RDP's up. While I personally wouldn't put Tulu's on an Anacilot, for that particular scenario it was very effective.
|
|
|
Post by amidf on Jun 14, 2017 8:53:04 GMT -5
These strategies also work well on Yamantau.
-Amid
|
|
|
Post by moody on Jun 14, 2017 9:02:31 GMT -5
These strategies also work well on Yamantau. -Amid We have a wit in our midst, or a pedant.
|
|
|
Post by 0ppressor on Jun 14, 2017 9:16:31 GMT -5
These strategies also work well on Yamantau. -Amid
|
|
|
Post by shakingrabbit on Jun 14, 2017 17:32:49 GMT -5
These strategies also work well on Yamantau. -Amid I'd agree and great tips OP. If only I could figure out how to play iN Yamatau.
|
|
|
Post by Vectivus on Jun 15, 2017 9:51:06 GMT -5
Just a little excerpt here about a common mistake I see made on Yamatau. That big snowy map that we all love! First, let's simplify the map objective so we're all on the same page. Center beacon. This map/match is about controlling center beacon. There are occasional matches where a team will slip one past the goalie and snag a home beacon, so you gotta stay aware of the edges. But most of these matches are decided by who holds he center for the most time. So you need to go be the first to grab it, right? Nope! You need to be the first team to defend it. If the other team wants to throw a Stalker or Gareth away to grab it first, let them. Don't rush to take it back either. Wait for your teammates and make a concentrated push on it to take it back and hold it. Doing so will like result in a successful flip of the beacon while leaving a couple people alive to defend it. Be patient from the outset. Now you're dead, what do you do? RUSH TO THE CENTER!!!! No! Wait! Assess!! Where are your teammates? If there are still a couple of your buddies holding down center, go for it. Get in there and be ready to be the next wave. If, however, your teammates died shortly after you did and reds are taking it back, let them. Stay at a safe enough distance where you aren't going to get your bot wrecked and wait for your teammates again to make a concentrated push. Basically, on Yamatau, you want to try as best you can to attack in waves. Having one guy after another go up the ramp by themselves is just feeding the other team bots. But bringing overwhelming waves at them will be much more successful, and you'll be able to hold it for longer. This can be difficult when playing with randoms, because so many people have a tendency to just rush there immediately. If you are with randoms, try to at least wait for one other person to go up and tag team. This map is about success in numbers, so play like a team. Hopefully this will help some people from hating the map so much, because it's a very well built map that induces strategical play. I will endeavor to keep all this in mind on the next few Yam matches I'm in, and will report back on how things go. Thanks for this piece.
|
|
|
Post by ѻﻭɼﻉ on Jun 15, 2017 11:04:41 GMT -5
Excellent post, thank you. Nearly every win I've experienced in this map was due to having pilots to the right and left of center preventing enemy from advance. Tucking orkan Rog under enemy onramp to center, with Zeus, Trident, Tulumbas left and right is excellent.
If spawn with trellaced bridge on your right, generally speaking, walking that bridge is often a mistake. Weaving under that bridge using terrain for cover allows for flanking enemy onramp, right beacon cap, and advancement into enemy sniping deck.
Running on top the trellace with Carnage, Rog, or Gareth allows for easy right beacon cap, typically.
The flanking, waiting, retreating, and advancing at just the right moment is excellent.
Also, sending a runner or two in the far right or left distance in the direction of enemy spawn beacon will draw several mechs into a Fools Mission and away from Center Mission, leaving less resistance for remaining pilots to apply your advice on Center. The runners may be able to cap a beac, destroy mechs, and advance to spawn raid for further distraction of enemy mech. This particular strategy, Fools Mission, is very effective nearly every time if your team is smart enough to apply the tactics you shared here. Our clan calls it Fools Mission because only fools chase enemy mech off into no-mans-land just to kill em, doh!
Overall, this is my favorite map. Thanks again, my clan needs to read this.
|
|
|
Post by Shahmatt on Jun 15, 2017 21:54:34 GMT -5
mijapi300Great advice. I would further suggest the following support strategy for Yamantau for players who have an Ancile bot like Carnage, Ancilot or similar. Make a beeline for that center beacon but don't go all the way up to the beacon platform. Rather hang back on the up ramp and wait for non-shielded Blues to approach. Escort Blues up to the beacon and give them some protection while on the platform. Stay behind your escort to avoid being hit by Trebs - after all, it is they who have decided to charge and take on damage, and there's no reason for you get hit if you can help it. The beacon platform is a hotspot for rockets usually so let the Ancile deal with that. Once depleted reverse back down to recharge and hope whatever bot you escorted is wise enough to back down with you. If not flanked, and if your Ancile is strong enough, you should be able to last quite a long time going up and down the ramp. You'll also be a major pain in the butt for Reds.
|
|